class TFNKGun extends TFWeapon;

simulated function OutOfAmmo()
{
    if(tfpri(pawn(owner).playerreplicationinfo)!=none)
        tfpri(pawn(owner).playerreplicationinfo).hassuperweapon=false;

    super.OutOfAmmo();
}

defaultproperties
{
     FireModeClass(0)=Class'taskforces.TFNKfire'
     FireModeClass(1)=Class'taskforces.TFNKRadFire'
     PutDownAnim="PutDown"
     SelectSound=Sound'TFMedia.Nuke.TFNKslct'
     SelectForce="ballgun_change"
     AIRating=0.100000
     CurrentRating=0.100000
     bDoAmmoRegen=False
     EffectOffset=(X=30.000000,Y=10.000000,Z=-10.000000)
     DisplayFOV=60.000000
     HudColor=(B=30,G=120,R=240)
     SmallViewOffset=(X=23.000000,Y=6.000000,Z=-6.000000)
     CenteredOffsetY=-5.000000
     CenteredRoll=5000
     CenteredYaw=-300
     InventoryGroup=0
     GroupOffset=3
     PickupClass=Class'taskforces.TFNKPickup'
     PlayerViewOffset=(X=12.000000,Z=4.000000)
     BobDamping=2.500000
     AttachmentClass=Class'taskforces.TFNKAttachment'
     IconMaterial=Texture'InterfaceContent.HUD.SkinA'
     ItemName="Nuke Mortar"
     Mesh=SkeletalMesh'Weapons.BallLauncher_1st'
     DrawScale=0.800000
     UV2Texture=Shader'XGameShaders.WeaponShaders.WeaponEnvShader'
     TransientSoundVolume=0.600000
     SkillCost=6000
}
